I for one hope they retain the ability to walk your deck during flight, this is one of the major

Remember this is about the positives

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That whe want for X4, docking by do it yourselfUniTrader wrote:regarding Docking i think this can be done better than per keypress: wihout keypress
i played a Game long ago which had a nice system for Docking. basically you have two red rectangles "floating" in space and when you slowly fly through them in order the Autodocking sequence is initiated.
here a Video showing this mechanic: https://youtu.be/Q0ua16IHn5k?t=139
(yep, for that game only one docking port was ever relevant, but it should also work for multiple Ports)
my apologies I read it backwards lol, but still I added lots of things I wanted to see IN the game, hope you can forgive meNanook wrote:@ezra-r:
This thread is about things from Rebirth to KEEP, not things to get rid of. There are plenty of those kinds of threads already. Let's not turn this into one of those, OK? Try to keep on topic, please.
theorhetically the amount you can mine in a Zone is limited. well, not the amount itself, but the amount you can mine in a certain time. (and yes, it actually reduces the amount of Rocks, and if you script it down to 0 you will notice how the now removed rocks slowly come back)Nikola515 wrote:Mining- I like how mining works but it needs to be more expanded. For example I don't think we should have unlimited supply of ore in one zone. We should be able to mine it (clear zone out of rocks) and they should respawn in deferent zone further away where station is (or respawn in small amounts).
[ external image ]birdtable wrote:Also enjoyed the Escort missions
Indeed subcomponents and station defences were a great addition, and glad you guys are keeping them.Xenon_Slayer wrote:...
As a fan of X from back in the day and a dev of the new, I'm happy that we have the sub-components on Capships and Stations. The turrets, shields e.t.c. It allows more realistic situations like bombers crippling a capship's systems instead of having to kill it outright. And stations in X3 with only a few laser towers for defence wouldn't last long when under attack. Not really news, but we are keeping the sub-component system.
I did notice that too but it is also imposible to deplete ore/gass no matter how hard we try. It is just destroying immersion of mining gameplay and making it seem unlimited(it is not realistic in my opinion). I currently have 14 Metalworks Yards and around 10 NPC's Metalworks Yards.... At same time I have 3 warehouses that are mining and selling ore all the time (thanks to mods I have unlimited sink when it comes to production). Plus there are other stations like Construction Shops that mine as well. Anyway with all that heavy mining I can't even make dent before it respwns. It just don't seem right and mining ships always stay in one zone to mine almost unlimited ore.... I think that mining should be based more on zones rather than sectors. For example if I run out of ore in one zone they need to move to other zone where they need to travel to get. It is more like one zone gets mined and other appear in its place. Maps are pretty big in XR so it would increase scale of universe as well as make economy little bit more challenging. Also it would give purpose to that empty space....UniTrader wrote: theorhetically the amount you can mine in a Zone is limited. well, not the amount itself, but the amount you can mine in a certain time. (and yes, it actually reduces the amount of Rocks, and if you script it down to 0 you will notice how the now removed rocks slowly come back)
problem with the Vanilla definitions is that a single Zone regenerates enough Resources to keep the Economy of the whole Cluster running... (iirc the regeneration time of a typical Asteroid Field is 7 IG-Days- that is if its mined down to 0 it will need 7 Days to regenerate back to fulll if its not touched during that time. For Gas Fields its i think 3 IG-Days)
the definitions for the Ressource Fields are actually made on the Cluster-level. from there its assigned to the Zones based on how much of the field is inside a Zone and what Density the Field has there (for the Ressource Amount in a Zone the Formula has about a Dozen factors if not far more, not sure if i found them all..)Nikola515 wrote:I did notice that too but it is also imposible to deplete ore/gass no matter how hard we try. It is just destroying immersion of mining gameplay and making it seem unlimited(it is not realistic in my opinion). I currently have 14 Metalworks Yards and around 10 NPC's Metalworks Yards.... At same time I have 3 warehouses that are mining and selling ore all the time (thanks to mods I have unlimited sink when it comes to production). Plus there are other stations like Construction Shops that mine as well. Anyway with all that heavy mining I can't even make dent before it respwns. It just don't seem right and mining ships always stay in one zone to mine almost unlimited ore.... I think that mining should be based more on zones rather than sectors. For example if I run out of ore in one zone they need to move to other zone where they need to travel to get. It is more like one zone gets mined and other appear in its place. Maps are pretty big in XR so it would increase scale of universe as well as make economy little bit more challenging. Also it would give purpose to that empty space....